[Blender] THE FUNDAMENTALS of Exporting Rigged characters to Unreal, Unity, or ANY GameEngine

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CGDive (Blender Rigging Tuts)

CGDive (Blender Rigging Tuts)

Күн бұрын

Пікірлер: 324
@CGDive
@CGDive 4 жыл бұрын
⚠️This video was the first one in what became a series on Blender & Game Engines. Some recommendations I made in this video have changed and they may keep changing. Check out the full playlist to stay up to date! kzbin.info/aero/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3 LINKS FROM THE VIDEO ● Free scene files ⇒ gum.co/cgdive_free ● Arigify addon - one-click solution to prepare Rigify rigs for Game Engines (enter "cgdive" at check-out to get 5% off) ⇒ gumroad.com/a/361100403 ● "The Art of Effective Rigging" - rigging course by Pierrick (enter "cgdive" at check-out to get 10% off) ⇒ gumroad.com/a/183891059/AeQfrF ●CGDive Discord Group ⇒ discord.gg/YFH5HUv
@rmt3589
@rmt3589 Жыл бұрын
Do you plan to redo the video so it's up to date?
@CGDive
@CGDive Жыл бұрын
@@rmt3589 what is out of date?
@CGDive
@CGDive Жыл бұрын
@@rmt3589 The core ideas of the video are still valid. Recommendations change all the time so keep an eye on my channel and will share the latest ones.
@DiogoRocha-z2h
@DiogoRocha-z2h 2 ай бұрын
@@CGDive Hi, in my case I´m using Blender 4.2.1 and when I do the Arigify this error appears: Python: Traceback (most recent call last): File "C:\Users ocha\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\Arigify\__init__.py", line 601, in execute orig_obj.data.layers[i] = True ^^^^^^^^^^^^^^^^^^^^ AttributeError: 'Armature' object has no attribute 'layers' I believe it´s because there´s now bone collections instead of layers in this version of blender so what can I do to be able to Arigify my animations in Blender 4.2.1?
@CGDive
@CGDive 2 ай бұрын
@@DiogoRocha-z2h Report your error to the Arifgify developer.
@3d3rbart
@3d3rbart 4 жыл бұрын
Thank you very much for your loyalty and honesty, I was honored to know you and learned a lot on your hands, and the course you offer is worth much more than its price ... I have previously bought another course that is more expensive, and its owner did not answer my inquiries.
@CGDive
@CGDive 4 жыл бұрын
No problem. Thank you for the nice message and for buying my course. I am happy to answer any questions if I can :)
@TheOneTheyCallTim
@TheOneTheyCallTim Ай бұрын
Dude, you have become my go-to for rigging at this point. You deserve WAY more subscribers. I am ready to cry and scream with every new issue but with a quick search, boom, you have a video to help.
@CGDive
@CGDive Ай бұрын
Nice, mate! I really appreciate the positive words. I am just working on a manual rigging series. Keep an eye out if you are interested :P
@USBEN.
@USBEN. 3 жыл бұрын
This covered each and every doubt of mine after having made and rigged a character for my game. Thankyou.
@serban1987
@serban1987 Жыл бұрын
Thank you very much , i was pissed of that my rigs don`t work in UE5. Keep going you are very helpfull :)
@CoKeHQ1
@CoKeHQ1 5 ай бұрын
Please don't ever delete these! you are a blessing for everyone who wants to learn to make game ready rigs with rigify in blender! and many of these concepts apply today too even if the blender has updated since then (bone collections looking different for example) Might even write a school thesis on this topic because it's such a deep and interesting rabbit hole, will ofc credit you and your videos if I do so. Am still in early learning phases, still some deformations happening in game engine, will try the TGT bone approach next and when I can make any rig work well in game engines using these approaches will probably start saving time with addons, arigify or the one you provide!
@CGDive
@CGDive 5 ай бұрын
I have no plans to delete the videos. And sure, use the information in any way you like. I am not sure if arigify is being kept up-to-date. Game Rig Tools will be updated for the foreseeable future.
@CoKeHQ1
@CoKeHQ1 5 ай бұрын
@@CGDive Glad to hear ^^ did TGT workflow manually and it worked really well! especially parenting deformation bones to root as my character has a lot of stretch n squash going on. think next time I am going to give game rig tools a go! Again thank you for what you do~
@TheRoadTraveledByFew
@TheRoadTraveledByFew 2 жыл бұрын
Stumbled upon your channel while investigating the details of transferring Skeletal Meshes from Blender to Unreal. I find your videos very informative and nuanced .. Thank you for making them.
@tactilevisions
@tactilevisions 11 ай бұрын
Fantastic video. I love your way of explaining things. Very clear, straight to the point, not too fast, not too slow. Thank you
@InterUse
@InterUse 3 жыл бұрын
Small note about guns - truly proper way to do it, if we are talking about any sort of interactive approach to guns/equipment in general, would be to export character and its equipment separately and use sockets or similar systems inside of the engine to assign equipment.
@CGDive
@CGDive 3 жыл бұрын
Agreed! Thank you for your input. My goal was to explain what can be exported and what can't.
@edofactory
@edofactory 3 жыл бұрын
I wish I could have watched a video like this 7 years ago, when I started trying to make games with animated characters, so many projects that I might not have abandoned because of this problems
@CGDive
@CGDive 3 жыл бұрын
Yeah, Gabriel. I wish there were clearer guidelines and pipelines for this stuff. Hopefully my videos help a bit.
@edofactory
@edofactory 3 жыл бұрын
@@CGDive Helped a lot!! until today I have not found a good guideline for this anywhere else, Thank you very much!!
@squarerootof2
@squarerootof2 3 жыл бұрын
Ikr. So much time wasted! The whole playlist is pure gold. Thanks for all this amazing work, Todor, and for making it available for free!!!
@CGDive
@CGDive 3 жыл бұрын
@@squarerootof2 No problem, man. Thanks for watching!
@SkeletalRavenArts2
@SkeletalRavenArts2 2 жыл бұрын
ma dood, I studied your stuff, really cool! learned so much, I THINK! I resolved that issue you had with the file naming in a strange way, not sure it will work but on the surface it seems that it worked. so what I did. I selected the DEF bones Pasted them in a new blender file I deleted everything it carried but kept the Def. did the process if cleaning constrains, fixing the parenting, did the whole thing and copied and pasted it back to the original file and CRT+J and started the constrains and so far it worked, but I got to take the rig to the engine to make sure things works. it saves A LOT OF TIME over renaming everything.
@infinitejacas4627
@infinitejacas4627 4 ай бұрын
BEST CHANNEL ABOUT RIGS OF ALL TIME!!!!!!!!!!!!!!!!!!!!!
@CGDive
@CGDive 4 ай бұрын
Thanks, mate 🙏
@3DRodney
@3DRodney 3 жыл бұрын
This video was fantastic. I purchased your rigify course last year, you really create excellent material, thank you.
@CGDive
@CGDive 3 жыл бұрын
Thanks a lot for purchasing the course! Means a lot to me! Expect more blender + game engines videos soon!
@kloa4219
@kloa4219 4 жыл бұрын
Protip: If the Arigify addon changes the scale of your rig. Highlight the mesh and metarig armature, ctrl+a, and apply transforms. Then generate the rig again
@CGDive
@CGDive 4 жыл бұрын
Right, always work with applied transforms or you're asking for trouble.:P
@VentelHD
@VentelHD 3 жыл бұрын
Super good video! Im a 3d artist and importing a rig for the first time in unreal. Now i understand everything!
@andallicansayis
@andallicansayis Жыл бұрын
can someone help please? when i export fbx without leaf bones - it seems like some bones are missing the tail
@CGDive
@CGDive Жыл бұрын
Why do you export without leaf bones?
@andallicansayis
@andallicansayis Жыл бұрын
@@CGDive leaf bones create additional bones in unity called "bone_end". if i delete the end-bone, the armature works just fine as in blender. should i manually delete all end-bones or there's another way?
@CGDive
@CGDive Жыл бұрын
@@andallicansayis yeah, the leaf bone function FBX import and export is unreliable. It's best to manually delete the leaf bones.
@andallicansayis
@andallicansayis Жыл бұрын
@@CGDive thank you!
@ChrixB
@ChrixB 3 жыл бұрын
that by far the best tutorial on how to deal with rig for game engine with Blender, thank you so much for doing that !
@joelsaishler
@joelsaishler 3 жыл бұрын
This video is the answer to my prayers! Thank you for posting it. Fantastic content.
@CGDive
@CGDive 3 жыл бұрын
Awesome.
@Meggy215
@Meggy215 4 ай бұрын
Amazing. Thank you so much for all the work you put into this!
@plyczkowski
@plyczkowski 3 жыл бұрын
At 11:40 the proper proper way would be to add an additional bone for the weapon I think
@CGDive
@CGDive 3 жыл бұрын
Hey Pavel, you look familiar, not sure why :P Thanks for watching and commenting. Yeah, having a prop bone would give you more control. My goal was to show that proper weight painting is necessary for games.
@quattrocity9620
@quattrocity9620 3 жыл бұрын
Fixed my problem within the first 12 minutes! Thanks so much!
@MCCDEMON
@MCCDEMON 3 жыл бұрын
How come that anyone gives a thumbs down? Weird ppl are everywhere...Todor you are one of those geniuses who make difficult stuff easy to understand. Everybody should damn buy your stuff and support you. Fantabulous work you do here!!! Thanks so much.
@CGDive
@CGDive 3 жыл бұрын
Haha, thanks! The like/dislike ratio is great. I am sure some people are just in a bad mood, or the video didn't solve *their* problem, or they didn't like my accent etc. :D
@uayten
@uayten 3 жыл бұрын
I bought the addon with your code, you are amazing :)
@workflowinmind
@workflowinmind 4 жыл бұрын
This is gold! Such a comprehensive video, subscribed!
@CGDive
@CGDive 4 жыл бұрын
Thanks, man!
@martinschiffer4280
@martinschiffer4280 3 жыл бұрын
Around minute 12:00 you say it is wrong to parent with child of constraint, but all tutorials do that, if I have a model and a rig just like the one in the video (made with rigify) and parent with child of constraint, will it be ok?
@CGDive
@CGDive 3 жыл бұрын
As you saw from the demo, it won't work. What you could do is have a prop bone for the pistol and you can apply Child of directly to the bone. That should work.
@mauricecarlberg2224
@mauricecarlberg2224 4 жыл бұрын
Thank you so much, Ive been struggling with all this and you organized my thoughts and problems with this video... Keep´m coming as there are very little material over the matter...! Just bought the arigify addon and will try it out... Happy Holidays
@CGDive
@CGDive 4 жыл бұрын
Awesome! More on the same topic coming in 2021! Happy, happy! :D
@SuperMontana2008
@SuperMontana2008 4 жыл бұрын
This is brilliant stuff, really interested in what you come up with. Serious shortage of rigging for games and exporting info.
@CGDive
@CGDive 4 жыл бұрын
Glad it was useful. I have plans for videos that will keep me buys for months. Let me know if you have any suggestions :)
@SuperMontana2008
@SuperMontana2008 4 жыл бұрын
@@CGDive a complete custom workflow would be nice, to show the power of the tools. I.e. something like four armed character with face rig and back pack , using rigify and arigify into unreal. Doesn't have to be brilliant artwork , it's the workflow that's important because obviously you know your stuff.
@CGDive
@CGDive 4 жыл бұрын
​@@SuperMontana2008 That's a great suggestion actually. I can't promise I'll do exactly that. My idea was to do exactly this: a complete custom workflow. But I was planning to keep the character a little bit simpler. But I'll see if I could integrate some of your suggestions. Thanks a bunch!
@SuperMontana2008
@SuperMontana2008 4 жыл бұрын
@@CGDive thanks, whatever you do I'm sure will be big help. The power of these tools is the modular approach and fast setup. That's why I mentioned the 4 arms etc. Hopefully making weird creatures into game engines less painful
@CGDive
@CGDive 4 жыл бұрын
@@SuperMontana2008 Yeah, I'll definitely avoid the basic human. But I have to keep things manageable in terms of video production as well.
@sebastian3747
@sebastian3747 Жыл бұрын
Thanks so much for that video - pure Gold!!
@black1_moon122
@black1_moon122 2 жыл бұрын
Nice man this just a solid hard work and effort you just did here. really good video with great infos it really helped me so im going to subscribe
@BainesMkII
@BainesMkII 3 жыл бұрын
A word of warning for UE4: Even if it looks like your model exported properly, UE4 may still be scaling it incorrectly for some functionality. Even workflows that I've seen promoted by Epic employees can result in issues such as improperly scaled Sockets and improperly automatic generated colliders. I feel the issues are in part due to Epic trying to "fix" the scaling difference, but doing so incompletely.
@CGDive
@CGDive 3 жыл бұрын
This is probably the thing that I hate the most about the UE4 workflow. If you change the unit scale 0.01 the export should work smoothly. But that makes some parts of Blender behave a bit weirdly... There is no perfect solution at this time.
@elviokill
@elviokill 4 жыл бұрын
41:30 Blender have an option for inherit scale on Bone Tab. If you don't set it to "None" the child will stretch more because of the parent scale. That is another way to fix this type of problem without disconnecting the bones.
@CGDive
@CGDive 4 жыл бұрын
Right, that... I always avoid this because a long time ago I learned that "it's not a good idea" and "it's just for quick tests". But I haven't actually looked into it and experimented. Thanks for reminding me. So have you experimented with this? Have you used this technique to export characters to game engines without any problems?
@elviokill
@elviokill 4 жыл бұрын
@@CGDive I have a little project and I am not a professional, but until now nothing seems out of place to me. I've been using Blender to export a character to Godot with GLTF and Better Collada. Thank you for your attention and nice work.
@CGDive
@CGDive 4 жыл бұрын
@@elviokill Thanks for your input! Yes, it seems that Godot likes gltf.
@4bsmSlicer
@4bsmSlicer 3 жыл бұрын
Man! Your videos are awesome! I had an awesome journey through blender with your tutorials on rig. Now I watched this which solved a bunch of my problems! I Think I'll join your patreon for a while just to support this awesome free stuff You've been putting up! Thank you so much!
@CGDive
@CGDive 3 жыл бұрын
Awesome and thanks for the support! Please watch my newer videos on game rigs as well. We also released an addon that may be useful gumroad.com/a/286332019
@dianaobozova
@dianaobozova 3 жыл бұрын
Thanks for your hard work
@duckceratops
@duckceratops 19 күн бұрын
This was such an enlightening video. Bravo!
@CGDive
@CGDive 19 күн бұрын
Nice, so glad it's still useful even though it's slightly old.
@shahidhussain6629
@shahidhussain6629 4 жыл бұрын
I am getting all rigging courses. Thanks a lot.
@CGDive
@CGDive 4 жыл бұрын
Thank you, sir! :]
@Atezian
@Atezian 3 жыл бұрын
This is the best video ive ever watched on the topic. Thankyou!!
@CGDive
@CGDive 3 жыл бұрын
Wow, thank you! I did try to cover a lot of topics. Glad it was useful.
@A.P.0000
@A.P.0000 2 жыл бұрын
This is a must see for anyone who is trying to learn this stuff by themselves. Great bundle of knowledge about most of the problems anyone may encounter.
@Trench_762
@Trench_762 Жыл бұрын
Thanks my question was the first one answered. As someone who comes from game engines and just learning animation I saw that riggify had all these fancy controls and immediately I was confused cause I was like, "what but that cant go into the game engine so how the hell does that work?". So yeah thank you, very well explained.
@michaelp3ddesigns
@michaelp3ddesigns 2 жыл бұрын
This is incredible. Great tutorial! Thank you.
@eucharistenjoyer
@eucharistenjoyer Жыл бұрын
Absolute top quality!
@MoogieSRO
@MoogieSRO 5 ай бұрын
38:50 - This is all well and good, but what about all the keyframes that get left behind? I had animated properties such as Influence on the constraints I was using. Those aren't carried over once I make this whole switchover. Is there any easy way to copy them?
@CGDive
@CGDive 2 ай бұрын
Blender could not bake Properties until recently but it is possible since 4.1
@TubbsBlender
@TubbsBlender 2 жыл бұрын
Thank you so much! I spent so long trying to figure it out because unity kept doing some weirdo stuff with my rig. My Solution: 27:43 | It was kinda tedious but worth it.
@CGDive
@CGDive 2 жыл бұрын
Great. I should mention that we now have an addon that simplifies this process kzbin.info/www/bejne/n4ulqWR_bNugh5I
@luciddream2249
@luciddream2249 2 жыл бұрын
thank you so much!👍
@Meggy215
@Meggy215 4 ай бұрын
Danke!
@CGDive
@CGDive 4 ай бұрын
Danke to you too!
@LingA1ing
@LingA1ing 2 жыл бұрын
super clear and helpful, thank you
@Butterbilk
@Butterbilk 4 жыл бұрын
Hi Tudor. Thanks a ton for all the effort you put into these rigging tips. They have been extremely helpful. I have a small suggestion for your future videos. It seems you have a habit of wiggling your view/cursor around when you are trying to 'point' at something on the screen, like at 54:07. This is quite jarring to look at and happens quite a lot in most of your videos. You might consider trying to hold the view/cursor steady when demonstrating things as it is easier to see what is going on for the viewer. Again, great work and thanks for continuing to make these :)
@CGDive
@CGDive 4 жыл бұрын
Great point. I bet I do a lot of annoying things and unless someone points them out I'll never notice them. Thanks for the tip!
@lovelearn341
@lovelearn341 Жыл бұрын
I have to say, your channel is very helpful. I'm currently learning rigging, etc. What has caught my attention is, how on earth can you remember all of this in your head? Personally, I find it challenging to learn Blender and Unreal Engine simultaneously, but your mind seems to handle everything. What do you do professionally, and how long have you been involved in 3D stuff? It's incredible how much knowledge you absorb.
@CGDive
@CGDive Жыл бұрын
Hi, I have been doing 3D as a hobby for ages, I guess. Also professionally in the last 10-ish years. As to how I remember everything... I don't. A lot of stuff becomes second nature with experience but I often forget technical details and have to watch my own tutorials ;) This video took 2-3 months to research, prepare, record, and edit. I understand the topic but that doesn't mean I can recite everything in my sleep. Don't worry about remembering everything. Understand the fundamentals, then figure out a personalized workflow that gets you the results you want.
@zaqueufelipeart5687
@zaqueufelipeart5687 3 жыл бұрын
1 hour of explanation :) Thank you very much, I had complications with Stretch and Squase, you helped me a lot! Thank you very much. (Br)
@CGDive
@CGDive 3 жыл бұрын
Oh, we are just getting started :P Stretch and squash confuses a lot of people, I was confused myself at one point. Glad it was useful!
@AnKlMa
@AnKlMa 3 жыл бұрын
Damn, I need Arigify but for a regular Armature. Never used Rigify and everything in my game is already set up with a normal Armature. But thank you so much for this video, it's amazing!!!
@CGDive
@CGDive 3 жыл бұрын
Hey, recently we made our own addon. It's a bit less automatic but it works with all sorts of rigs: kzbin.info/www/bejne/n4ulqWR_bNugh5I
@AnKlMa
@AnKlMa 3 жыл бұрын
@@CGDive Thx for the reply :) Yeah I've been binge watching your videos today and just stumbled across your addon. Definitely going to check it out and try to support you
@activemotionpictures
@activemotionpictures 4 жыл бұрын
Wohh0000!!! The video is here!! Thank you, sir!! This will have a lot of views!!!
@CGDive
@CGDive 4 жыл бұрын
Thanks man. I was going to message you about this but I guess you saw it first :D
@andre_kirey
@andre_kirey 4 жыл бұрын
Thanks so much! this is really helpful!
@CGDive
@CGDive 4 жыл бұрын
Awesome, glad to hear that, Andre!
@MM-pl5ed
@MM-pl5ed 2 жыл бұрын
Do softwares like iClone, MetaHuman, DAZ Studios, Character Creator 4.0, Constructor 3.0, Maya Studios, Blender, 3DMax export created characters as .json extension files too?
@CGDive
@CGDive 2 жыл бұрын
Never heard of that. What is your goal.
@MM-pl5ed
@MM-pl5ed 2 жыл бұрын
@@CGDive some new games are accepting importing new characters as .json file format. We are testing animations depending which gamecore-engine is used in each one separately.
@CGDive
@CGDive 2 жыл бұрын
@@MM-pl5ed I have no idea. json is generally a "configuration" file format. E.g. it can hold a configuration of a character creator. I haven't heard of usage as a export file format.
@3d3rbart
@3d3rbart 4 жыл бұрын
please make animation course , I like your way of explanation, and I will buy it, God willing, regardless of its price
@CGDive
@CGDive 4 жыл бұрын
That's interesting, I'll have to think about it but I am not a good animator..
@leonidlazaryev4392
@leonidlazaryev4392 3 жыл бұрын
Thank you for your tutorials. A bit offtopic, but I believe there is a slightly better workflow for attaching props to rigged meshes. You could create additional bone for prop and then attach object to that bone inside a game engine itself. This way might be more gameplay implementation friendly.
@CGDive
@CGDive 3 жыл бұрын
Right, right! You're absolutely right. In this video, I was just trying to illustrate a point about what can be imported and how.
@CopyCatBlack
@CopyCatBlack 4 жыл бұрын
sir can u tell me how to give other character same rigged with animation to it cuz i tried it myself and its not animating well how i animate it .Got 2 different character and 1 armature(rig) PleaseHelp
@CGDive
@CGDive 4 жыл бұрын
If the characters are using the same armature or even a different armature with the same bone names, then you should be able to apply the same "Action" to them. This should work unless the proportion of the characters are quite different. That's all I can say with the information you've given me. :)
@CopyCatBlack
@CopyCatBlack 4 жыл бұрын
@@CGDive ThankYouu Soo Much
@gvilas
@gvilas 3 жыл бұрын
"if you want to export animations to Unreal, Unity or whatever..." Godot poker face LMAO
@CGDive
@CGDive 3 жыл бұрын
Was not intended to mean that Godot is a "whatever" :)
@Jiierf
@Jiierf 2 ай бұрын
Hi! I bought Arigify but its not working for Blender 4.1 It's saying: AttributeError: 'Armature' object has no attribute 'layers' Do you happen to know of a workaround? I think the new version of rigify has a new way of working without layers. I am seeing "Bone Collections" now rather than layers.
@CGDive
@CGDive 2 ай бұрын
've been getting a lot of messages about errors with Arigify. The video description already mentioned that I cannot help with Arigify issues and that we now have our own addon (Game Rig Tools) for these workflows. I edited the description to make it even more clear. If you want to check out Game Rig Tools: kzbin.info/aero/PLdcL5aF8ZcJv6Hd5wGEiHxpYpzAMJPnsB
@kevindoohan4993
@kevindoohan4993 2 жыл бұрын
Should I parent the breast bone to the chest bone or the clavicle bone? (Sorry if my english is bad)
@CGDive
@CGDive 2 жыл бұрын
The chest bone makes more sense in my opinion.
@Prudenprocom
@Prudenprocom 3 жыл бұрын
My baked mesh doesn't go to the UV map on my left even when I follow your steps and my unity character is still grey
@CGDive
@CGDive 3 жыл бұрын
Sorry, I am confused :) The UV map on your left? And where did I show any steps concerning UVs? Can you share the time in the video you're referring to?
@abyssbloodgazer6801
@abyssbloodgazer6801 3 ай бұрын
Man, I wish I knew about the squash and stretch part before, had to reanimate like 20 animations for a school project 😢
@CGDive
@CGDive 3 ай бұрын
Yeah, it's a nasty one! :/
@TaygunGencosmanoglu
@TaygunGencosmanoglu Жыл бұрын
Hello, you touch to point very clear allways. I can say I am a begginer at rigging. I have a question if I understand all clearly or not: Lets say I made a character for Unreal Engine, he has got control rigs, shapekeys with dirvers, modifiers and some cloth simulations. And when I export him to Unreal Engine it will be exported only with its deformation bones. And those other modifiers, shapekey drivers et cetera will not work. But before exporting the character to Unreal Engine, If I will prepare and bake all of his necessary animations (crouch,turn, jump, idle, run, die, attack et cetera) inside Blender itself using all these modifiers and shapekey drivers and simulations then I will be able to run this character with its baked animations in Unreal Engine, right? Thank you so much!
@CGDive
@CGDive Жыл бұрын
I think you understand correctly. You will probably face problems along the way but you can solve them one by one
@TaygunGencosmanoglu
@TaygunGencosmanoglu Жыл бұрын
@@CGDive You and PixellicaCG both are amazing! I learned too much things about how to construct workflows and fundamentals of believable face/body rigging from you and him! I am now trying to give a life to ''William Wallace'' char which is in my portfolio in Artstation. Although he has got 5 layers of objects (Tartan, armor belt, sword sheath belt, leather armor, shirt)which are on top of each other on William's torso, all these objects do not even 1 mm intersects to each other when I rig and animate them! All tests are amazing! And I have made very believeable face rigs by learning from your tutorials! Now I am planing to import some kind of locomotion animation packs from Mixamo and transfer them to body and then combine them with face rigs and animations and then prepare its bones to export to UE5. Thank you so much cuz I am about to create my own workflow by watching your tutorials!
@SivanandRavi90
@SivanandRavi90 9 ай бұрын
Should I forget about regenerate rig(rigifiy) and weight painting once the game rig has been seperated?
@CGDive
@CGDive 9 ай бұрын
Generally, weight painting should not be a problem. Your game rig is now your "deform" rig so you can paint using it. As re-generate, that can indeed be problematic. Have you tried our addon Game Rig Tools? It automates the game-rig creation process so you will have a lot more freedom. kzbin.info/www/bejne/n4ulqWR_bNugh5I
@SivanandRavi90
@SivanandRavi90 9 ай бұрын
@@CGDive Yes I am using the Game rig tools addon and it's awesome.. it works perfectly for blender 4.0 as the addon is updated for that version. But unfortunately I'm using blender 4.1 beta as it's the only 4.xx version that doesn't crash for me while rendering, In blender 4.1 beta GRT's game rig generation works perfectly but animation baking doesn't work so I'm manually baking the animation. Can't wait for grt 4.1 update.
@THISISSPARTA827
@THISISSPARTA827 3 жыл бұрын
suppose you wanted to do an ik/fk switch setup with a rig with tgt bones. would you duplicate the tgt bones in each limb once to create an fk system and use the existing tgt bones as an IK system? or would you duplicate the tgt bones twice and create an IK system from the first duplicate and then create an FK system from the second duplicate?
@CGDive
@CGDive 3 жыл бұрын
I don't recommend the TGT system anymore. I recommend you create your rig as usual, then extract the game rig as in my "game ready rigs" videos. You can do whatever you like in your control rig.
@placebo_yue
@placebo_yue 3 жыл бұрын
i have a rig with a bone that controls the body, and bones for the legs (it's a monster so it's a roundish body with 4 tentacle legs) In blender i managed to make the body rotate and keep the legs pointing down, so i can easily create idle animations where the body shakes a little but the legs stay in the floor. No IKs or fancy stuff, just disconnected legs. But on unity, since the bone for the body is parent of everything else, the whole mesh rotates or moves with it. What am i doing wrong?
@CGDive
@CGDive 3 жыл бұрын
Honestly, I can't imagine the exact setup so it's hard to say. Send me a file if you like and I take a look. You can join us on Discord.
@shreyaskhambhayata7715
@shreyaskhambhayata7715 Жыл бұрын
GOD DAYUM this was EPIC
@CGDive
@CGDive Жыл бұрын
haha, thank you :)
@shreyaskhambhayata7715
@shreyaskhambhayata7715 Жыл бұрын
@@CGDive Bro i LOVE YOU
@_s_s_world_
@_s_s_world_ 2 жыл бұрын
super detailed course ! but i love how you add text info with names in overlay ? and i cant find how to do that(
@CGDive
@CGDive 2 жыл бұрын
Text info with names and overlays? I am not sure what you mean. Can you add a time code where it appears?
@ForwardThinkingTam
@ForwardThinkingTam Жыл бұрын
Hi Todor - a question about this: what is to stop me omitting the TGT layer altogether, then just unchecking Connected on the deform bones, and exporting the hierarchy to a game engine like that? (I am mostly using Copy Constraints with World Space, and Maintain Volume, Y, Local on particularly stretchy bones. There are a couple of janky ones where it looks like i would need to tweak constraints, but it looks like it is mostly behaving itself...? )
@ForwardThinkingTam
@ForwardThinkingTam Жыл бұрын
(I think this is kind of what you were talking about with the second solution, but it looked like you were still using a flat hierarchy..?)
@CGDive
@CGDive Жыл бұрын
Hi. I don't really understand the question. How does the Connected option relate to the TGT setup?
@mustafakhan5461
@mustafakhan5461 9 ай бұрын
I just want to say "THANK YOU SO MUCH"
@CGDive
@CGDive 9 ай бұрын
Thank you too!
@Loic-57
@Loic-57 3 жыл бұрын
Great video ! We quickly see that you have some expertise in the field! I have a question about the technique you show at : 37:04 I use a custom skeleton (which is a mix between the ipi soft skeleton and that of berkel) is what I can use the technique you show in this part of the video to deport my animation from my custom skeleton to that of the Unreal Engine 4 mannequin and have my animations on the standard Unreal Engine 4 skeleton for a export ? Thank you for the answer
@CGDive
@CGDive 3 жыл бұрын
Hi. First I am not familiar with " ipi soft skeleton and that of berkel" (?) But generally yes, you can use this technique on any rig. But in my next videos I showed another approach that is even easier to perform. Please see the next videos in the series. here is the playlsit kzbin.info/aero/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
@IrvanQadri
@IrvanQadri 4 жыл бұрын
we should invest in blender game engine addon like Armory3D to avoid any kind of exporting annoyances!
@CGDive
@CGDive 4 жыл бұрын
Armory has a lot of potential, indeed. There is also upbge (or something like that). However things may need to be simplified for a game engine, even if it is integrated in the 3d app... So you may see the same problems in e.g. armory. That's just a guess at this point though. I'll make a note to check out armory and upbge
@mdp7193
@mdp7193 2 жыл бұрын
Noob question, I can't grasp exactly why we'd need to use the TGT right method, can someone explain it to me simply? Like what exactly happens to the original rig, I get lost in the midst of all the manips
@CGDive
@CGDive 2 жыл бұрын
TGT creates a "cushion" between your Deform bones and Controls. That allows you to have any hierarchy you want for your Deform bones. Without the TGT layer the deform bones may need to be parented to control, thus making a mess of the hierarchy. Check out our add-on Game Rig Tools. It automates a similar process. Also, watch our other videos to understand my workflow. kzbin.info/www/bejne/n4ulqWR_bNugh5I Feel free to ask more questions if anything isn't clear :)
@mdp7193
@mdp7193 2 жыл бұрын
@@CGDive Ohh I see thank you a lot!!
@IceWorkzz
@IceWorkzz 3 жыл бұрын
Thanks for the tut, please how to i export my character to Iclone 7 or cc3
@CGDive
@CGDive 3 жыл бұрын
Sorry, I don't work with iclone or cc3.
@Haroon3D
@Haroon3D 3 жыл бұрын
how to make automatic bone? as you mentioned for bicep?
@CGDive
@CGDive 3 жыл бұрын
It can be done with constraints or drivers? Constraints are a bit easier to use in general. There are endless ways in which you can automate stuff. I may make a video about that in the future and I already showed examples of automated bones in my advanced Rigify course.
@Haroon3D
@Haroon3D 3 жыл бұрын
@@CGDive I will check t hat :-) check your discord i have texted you there about Export System of blender,
@mrlukanik4963
@mrlukanik4963 2 жыл бұрын
Your effort deserves like/subscribe)
@eritumakafakafo3008
@eritumakafakafo3008 2 жыл бұрын
Can i delete the bones i dont want in my rig while i work on TGT workflow? I mean i ll be retargeting character to the mannequin fom UE4 and the mannequin has 3 bones in arms and i got 4 so i cant manage to place the retargeting well so i wonder if i can delete the DEF bones from my generated rig
@CGDive
@CGDive 2 жыл бұрын
Yeah, you can leave only the bones you want.
@wilimelano
@wilimelano 4 жыл бұрын
Hello Todor, great teaching, thank you. I have a problem: I made a character in Blender, made the eyes, ears, nose and teeth separate objects. I have tried parenting these objects the way you describe in this video but the problem is that when I pose my character, the face deforms, and the objects being parented to the bone, offset from the face. The only thing that works to keep these objects in the right place is parent to vertex of the face mesh. But this does not translate to Unity. What can I do. Thanks in advance.
@CGDive
@CGDive 4 жыл бұрын
If I understand the problem correctly that sounds like a parenting issue. Possibly the eyes etc were already patented to something else before you patented them to the armature. Try this: Set the character in the default pose. Unparent all of these additional objects. Alt+p (keep transformations). Also remove any armature modifier and vertex groups just in case. This should remove any existing parenting. Now parent them again to the armature. Let me know if that works.
@wilimelano
@wilimelano 4 жыл бұрын
@@CGDive Yes! Thank you! Removing the vertex groups and reparenting did it, sorry for silly question 😬
@CGDive
@CGDive 4 жыл бұрын
@@wilimelano Awesome. Not silly at all. I've banged my head against the same wall :P
@soldatderschoenheit903
@soldatderschoenheit903 2 жыл бұрын
Awesome dude!
@filmdon2475
@filmdon2475 4 жыл бұрын
Hey Todor I love your rigify course! Wanted to know if you knew how to retarget mocap data to a rigify control rig. Thanks!
@CGDive
@CGDive 4 жыл бұрын
I can't give you an exact workflow at this time but this is definitely coming in 2021. The UE to Rigify tools have some of that capability so it may be part of this game engine series. Lately there have been a huge number of retargeting addons. It will take a while to review them and come up with a workflow that I feel good about. Another addon that comes up often from knowledgeable people is "rig on the fly". You may want to give it a try as well.
@RiggingMentor
@RiggingMentor 4 жыл бұрын
Rokoko has a good free (with account creation) retarget plugin that works well and speeds up FBX import. The Epic UE to Rigify tools have a retarget setup also but another good retarget tool is gumroad.com/l/renim
@paulstevens5023
@paulstevens5023 2 жыл бұрын
Your tutorials on rigify are amazing, thank you. For this could you not just export with the exclude non deforming bones option?
@CGDive
@CGDive 2 жыл бұрын
No, that won't cut it. I can't remember if I said it in this video but this setting is not fail-proof. When some bones are in a complex parent-child relationship with Deform bones, these additional bones end up being exported.
@Rinka17
@Rinka17 3 жыл бұрын
where i can get the super hero character in 17:50
@CGDive
@CGDive 3 жыл бұрын
haha super hero :D it's in my free models toshicg.gumroad.com/l/cgdive_free
@sanketvaria9734
@sanketvaria9734 2 жыл бұрын
what about controller bones? Can I use TGT bones as controller bones, or I have to make another entire set of bones which would then control TGT bones since TGT bones are controlling Deformation bones?
@CGDive
@CGDive 2 жыл бұрын
The TGT bones are the first "layer" of control over the deforming bones. They are useful because you can set up any hierarchy and constraints on them without messing up the DEF bones.
@sanketvaria9734
@sanketvaria9734 2 жыл бұрын
@@CGDive quick question. What if I want to only export one single animation for unity? There comes times when I have a working character in game and then either i have to bring one new animation or edit one.
@CGDive
@CGDive 2 жыл бұрын
@@sanketvaria9734 I use UE more than Unity so I am not sure what the exact workflow is. I have had questions from people who had trouble importing only the skeleton and the solution was to export mesh + skeleton from Blender. Then it doesn't matter if it contains one or many animations.
@sanketvaria9734
@sanketvaria9734 2 жыл бұрын
@@CGDive I use unreal as well and I face same problem in there too. What if I just want a single animation and not entire nla strip?
@CGDive
@CGDive 2 жыл бұрын
@@sanketvaria9734 This is my playlist about UE. In the 4th video about export, I show how to control which animations are exported from the scene using the NLA. So if you only have one animation in the NLA, only one will be exported :) kzbin.info/aero/PLdcL5aF8ZcJvS4rui1CyKuFQLBGE4rnas Unity works slightly differently. I have a playlist about it as well, just check the channel :)
@Cos3D
@Cos3D Жыл бұрын
But you can still import animations from blender to the game engine if you bake them in the file, its just u wont be able to modify them in the game engine correct ?
@Cos3D
@Cos3D Жыл бұрын
so the animations would just play over and over ? so for scenes like a waterfall that would be ok or from rpg chrachters doing some small movements while standing still
@CGDive
@CGDive Жыл бұрын
I have no idea what you are refering to. This is a 1-hour long video and your questions starts with "but". What exactly are you "butting"? :D
@33Demonic
@33Demonic 2 жыл бұрын
bro i want to import a armature with animation in ue5 with tex but iam facing some problem i contacted everone watched videos but still no solution😭😭😭😭😭😭😭☹☹☹☹☹😭😭😭
@CGDive
@CGDive 2 жыл бұрын
Have you watched this? kzbin.info/www/bejne/r2aUXqeOn7B4sMU
@33Demonic
@33Demonic 2 жыл бұрын
@@CGDive thank you bro i watched it and got what i need 😭😭🤧👍🏻
@CGDive
@CGDive 2 жыл бұрын
@@33Demonic great!
@ONIscrooge
@ONIscrooge 3 жыл бұрын
The mesh exports just fine, but the armature is weird where the bones reposition to it's parent's position all the way up the hierarchy, I've tried every combination of settings and naming for the bones to fix this but I still have no idea why it's doing this.
@CGDive
@CGDive 3 жыл бұрын
Sorry, I am not sure what you mean by "the armature is weird where the bones reposition to it's parent's position all the way up the hierarchy". I also don't know which technique you're attempting. Did you watch my later tutorials? The rig preparation was streamlined quite a bit. We also released an addon that automates the whole process. kzbin.info/aero/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
@Hulgore
@Hulgore 2 жыл бұрын
Can I ask you : how do you manage to use rigify on just one arm ? When I try to do the same I get an error message telling me "DEF.spine.003 not found", would you happen to know why ?
@CGDive
@CGDive 2 жыл бұрын
Only one arm shouldn't be a problem, If you share your file, I should be able to find the problem. (metarig only is fine)
@Hulgore
@Hulgore 2 жыл бұрын
@@CGDive Thank you for your answer. Here is the file : file.io/c3ebYdOd7PaR I'm actually trying to make the rig for 2 arms, I asked about one arm because I thought I could then apply the same method for both
@CGDive
@CGDive 2 жыл бұрын
@@Hulgore It says: The file you requested has been deleted. Try again with another upload service :)
@Hulgore
@Hulgore 2 жыл бұрын
@@CGDive I've been trying to post other links but youtube seems to instantly delete my comments, is there another social media where I could send you the file ?
@CGDive
@CGDive 2 жыл бұрын
@@Hulgore yeah, you can email me or catch me on Discord. Here is the info cgdive.com/contact/
@Neothunder240
@Neothunder240 3 жыл бұрын
Hi! I hope you can read this. I tried using the TGT bones for an existing rig. Did everything exactly as you showed, but the animation actions just won't work. I believe it's because the TGT bones don't have the keyframe info of the DEF bones, as I used the original DEF bones to animate. How can I fix that? Why do they seem to work just fine for you?
@CGDive
@CGDive 3 жыл бұрын
If you set up TGT correctly they don't need to have keyframes directly applied to them. Because they will be baked on export and the keys will be added. I recommend watching my newer videos where I presented a new approach that may be easier to follow. We even made an addon to automate the new workflow.
@Neothunder240
@Neothunder240 3 жыл бұрын
@@CGDive I'll check the new videos. When I tried I followed this one step by step and did exactly as shown. Everything works except the animation won't show because the DEF bones are locked and the TGT bones have no animation and this carries to the export. I confirmed this is the case because this time I didn't delete the IK bones from the DEF skeleton, they aren't parented to anything so they don't interfere with the hierarchy, but now I can see them move while all the other DEF bones are locked.
@CGDive
@CGDive 3 жыл бұрын
@@Neothunder240 Hmmmmm, not sure what's going on but animations should work. Send me a blend file if you like. I'll try to figure out what's up when I have a minute.
@Neothunder240
@Neothunder240 3 жыл бұрын
@@CGDive Thanks! How can I send it to you?
@CGDive
@CGDive 3 жыл бұрын
@@Neothunder240 There are a bunch of ways to contact me cgdive.com/contact/ You just need to upload your blend file somewhere.
@markanderson3967
@markanderson3967 2 жыл бұрын
Having an issue with importing my characters over to Unreal 5. Although it looks and works flawlessly in Blender, (using basic human meta-rig) going into the animations tab after import, all the bones are displayed in incorrect locations. The hierarchy looks ok from what I can tell but hand bones are where forearms go, forearms located where upper arm should go, shoulders are stuck against the spine. same thing with the legs. the base of the spine is sunk all the way to the floor. Weirdly the mesh deforms properly when rotating even in the wrong position but I can only imagine what hellish nightmares this will cause when the time comes to set up IK and joint constraints down the line. I've followed step for step countless tutorials still not sure what I'm missing. any advice would be greatly appreciated.
@CGDive
@CGDive 2 жыл бұрын
This is just a deceiving appearance of Unreal bones. In fact, everything is exactly as it should be. I should make a video to explain this properly.
@markanderson3967
@markanderson3967 2 жыл бұрын
@@CGDive A video explaining this would be incredibly helpful. I've spent the last 4 weeks scratching my head. I've rebuilt armatures and meshes, tried importing/exporting more times than I can count and have spent literal hours googling this. At the very least it'd be original content since there doesn't seem be many videos covering it. At least I can take solace in knowing it won't cause adverse effects albeit a trigger for my OCD.
@CGDive
@CGDive 2 жыл бұрын
Haha. I'll try to do it but try to accept the ue visualization. It tends to look like the previous bone in Blender. So if you select the firearm it looks like the upper arm is selected.
@jetvlz8592
@jetvlz8592 3 жыл бұрын
What if there are two separate rigs. Hair and Body Rigs, both baked. How can I match them in unity?... I think my question is also out of the topic I guess but yeah.. Thanks for this tutorial, I managed to import my animation in unity. My struggle now is how to sync baked hair and body animations.
@CGDive
@CGDive 3 жыл бұрын
Hi. Do they have to be separate rigs and why? Do you want to make some sort of character creator where the hair can be reused on different characters? If that's the case, then it's really a Unity-side problem and I can't give you a solution off the top of my head. But it sounds like something that shouldn't be very difficult to achieve.
@arthurgentz2
@arthurgentz2 3 жыл бұрын
Hello, I appreciate your contributions to the community, making a 1 hour video is no joke. Though, i have very little time most days, so before I sit through this video, i'd like to confirm some of the content it covers. I was actually looking for a video that would explain the workflow/process for the following: I have 2 rigs (character & weapon/tool) I had to add childOf constraints to both the character & weapon/tool rigs for the animations i made. I tried selecting everything that the animation would need and exported it to Unity. However, the fbx in Unity only has the character model, and the animations consequently play without the weapon/tool in the character's hands. So i guess my question is how to export 2 rigs to unity and make their animations work together like in Blender? Is this covered in the video?
@CGDive
@CGDive 3 жыл бұрын
As far as I know, that is not possible. If you want to export the character and weapon as one whole entity then they have to be controlled by a single armature. Or you can export them separately and combine them in the engine if you have the coding skills to do it :)
@4115steve
@4115steve Жыл бұрын
So now that godot supports blender files has any of the blender rigging requirements changed. Thanks for making all these videos.
@CGDive
@CGDive Жыл бұрын
I don't know for sure but my guess is that it hasn't. Even if Blend files are supported, the data you can use in Godot is being converted one way or another. And the game engine requirements haven't changed.
@4115steve
@4115steve Жыл бұрын
@@CGDive thanks bro
@ricardoalcantara5846
@ricardoalcantara5846 3 жыл бұрын
Great tutorial! You sould leave your patreon link in all of your videos description.
@CGDive
@CGDive 3 жыл бұрын
Thanks! Good idea. I just started Patreon and I just have the link under newer videos. And I think you became a patron yourself, right? Thanks you very much for your support!
@ricardoalcantara5846
@ricardoalcantara5846 3 жыл бұрын
​@@CGDive Yes I did, you totally deserve it, I hope I can raise in the future!
@faqizogli
@faqizogli 4 жыл бұрын
@CGDive hay, thanks a lot... can you tell somethin about Auto rig pro and its FBX exporter feature please ?
@CGDive
@CGDive 4 жыл бұрын
Not yet but I recently bought Auto Rig pro with the intention of learning it well and reviewing it on the channel. Expect that in 2021 but I can't say when exactly. But from what I know it has it's own method to prepare rigs for games. However the manual says to not stretch the rigs so that probably means that it doesn't have solution for the squash/stretch problem.
@DiogoRocha-z2h
@DiogoRocha-z2h 2 ай бұрын
I'm using Blender 4.2.1and because layers were switched with bone collection the Arigify gets an error when I click in Arigify Armature and Actions. What should I do? Python: Traceback (most recent call last): File "C:\Users ocha\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\Arigify\__init__.py", line 601, in execute orig_obj.data.layers[i] = True ^^^^^^^^^^^^^^^^^^^^ AttributeError: 'Armature' object has no attribute 'layers'
@CGDive
@CGDive 2 ай бұрын
I've been getting a lot of messages about errors with Arigify. The video description already mentioned that I cannot help with Arigify issues and that we now have our own addon (Game Rig Tools) for these workflows. I edited the description to make it even more clear. If you want to check out Game Rig Tools: kzbin.info/aero/PLdcL5aF8ZcJv6Hd5wGEiHxpYpzAMJPnsB
@jetvlz8592
@jetvlz8592 2 жыл бұрын
Unfortunately Arigify doesn't seem to work on Blender 3.1.2.
@CGDive
@CGDive 2 жыл бұрын
Yeah... I've been in touch with the creator of the addon. I'll try to ping him :)
@KriGeta
@KriGeta 4 жыл бұрын
Wow amazing and here I am need exactly opposite 😅
@CGDive
@CGDive 4 жыл бұрын
Opposite? You want to import from Game to Blender?
@KriGeta
@KriGeta 4 жыл бұрын
@@CGDive yeah that complicated model is made in unreal
@CGDive
@CGDive 4 жыл бұрын
@@KriGeta Got it. I'll work on workflows in the opposite direction. But it will take time ...
@KriGeta
@KriGeta 4 жыл бұрын
@@CGDive indeed it will.
@kloa4219
@kloa4219 4 жыл бұрын
I get a weird error with Arigify where it ends up combining my metarig and rigify rig together. From what I could tell, it's complaining about multiple rigs: Python: Traceback (most recent call last): File "C:\Users\xxxx\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Arigify\__init__.py", line 611, in execute self.add_copy_to_orig_collections(orig_obj, middle_obj) File "C:\Users\xxxx\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Arigify\__init__.py", line 565, in add_copy_to_orig_collections c.objects.link(copy_obj) RuntimeError: Error: Object 'rig.001' already in collection 'Master Collection' location: :-1
@CGDive
@CGDive 4 жыл бұрын
Haven't encountered that error. You should talk with Lazlo, the developer about specific errors.
@hammermao
@hammermao 4 жыл бұрын
got the same error Hopefully we can come up with a solution
@hammermao
@hammermao 4 жыл бұрын
ive found a solution, just before you convert the rig create a new collection, put the rigify rig in there, and then try the arigify. it should work if your error was the same as mine
@CGDive
@CGDive 4 жыл бұрын
@@hammermao Thanks for sharing the solution. But definitely get in touch with the dev to make sure you're getting the most accurate info.
@SomeOne-ye1nn
@SomeOne-ye1nn 4 жыл бұрын
Thank you so much for your tutorials, especially your rigify course! Always with clear explanations and examples , it's really a great resource! :) I've been following that one and building on it to make animations for a humanoid strafing in 8 directions to blend together in Unity. Could you maybe provide some support on how to properly set up root motion for animations like that and how to import those to a game engine like Unity or Unreal?
@CGDive
@CGDive 4 жыл бұрын
Right, root motion is something that comes up a lot so I'll definitely cover it but give me some time. :)
@SomeOne-ye1nn
@SomeOne-ye1nn 4 жыл бұрын
@@CGDive Of course, I'll be looking forward to it! BTW your response time is crazy man.. thanks for caring and stay safe :)
@CGDive
@CGDive 4 жыл бұрын
@@SomeOne-ye1nn I was just on youtube, it's not always that fast lol Oh in the meantime take a look at this and see if it gives you any hints kzbin.info/www/bejne/emS2int6f6qkb8k
@SomeOne-ye1nn
@SomeOne-ye1nn 4 жыл бұрын
@@CGDive Sent me on the right way, a few videos later i realised the bone hierarchy that rigify created needed to be adjusted a bit. Now it works like a charm :) Thanks again!
@CGDive
@CGDive 4 жыл бұрын
@@SomeOne-ye1nn That's awesome to hear! 👍
@33Demonic
@33Demonic 2 жыл бұрын
Bro plz make video on how to import animated armature with tex in unreal from mixamo
@cemkar8782
@cemkar8782 3 жыл бұрын
how can i export FBX rigged character? i rigged in rigify but i cant export it as rigged fbx.
@CGDive
@CGDive 3 жыл бұрын
Hi, What do you mean by "I can't export as a rigged FBX?" This could mean a lot of different things so I can't offer a solution. However, I have posted more videos on this topic. Here is the full playlist: kzbin.info/aero/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3 I show export settings at the end of this video: kzbin.info/www/bejne/f3-ukJKmaKiKi9k Very soon I'll be uploading a new series showing the full process of rigging a character and exporting it to Unreal. The first video will probably go live today.
@cemkar8782
@cemkar8782 3 жыл бұрын
@@CGDive i mean how can i export with custome controll bones and import in blender for a scene with mutible characters.
@CGDive
@CGDive 3 жыл бұрын
@@cemkar8782 You can't export control bones through FBX. If you want to use characters you created in Blender you can just use the .blend file. You can Append or Link your characters into a new scene. (File > Append / File > Link)
@cemkar8782
@cemkar8782 3 жыл бұрын
@@CGDive thanks for your help. have a nice day. take care
@cemkar8782
@cemkar8782 3 жыл бұрын
@@CGDive can you make little tutorial of it?
@davidffortesmeireles5328
@davidffortesmeireles5328 3 жыл бұрын
wow great video
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